Treasure of The Midnight Isles
|Release Date||Aug 30, 2022|
Treasure of The Midnight Isles is a DLC for Pathfinder: Wrath of the Righteous that launched Aug, 2022. Explore the vast archipelago full of treasures and dangers in a stand-alone rogue-like mode, or as a part of the main game's campaign.
Treasure of The Midnight Isles Features & Content
- Try out different builds and party compositions, taking advantage of the enormous variability of the Pathfinder role-playing system — including the mythic paths.
- Death is just a setback! If a party perishes, its progress can still help you in the following playthroughs.
- Equip the new magic weapons, put the new magic potions and scrolls on your belt, and challenge both old and new enemies.
- Discover the secret of the ship that takes you on your journeys — and the truth about the ultimate treasure you're searching.
- You can create new characters for this DLC, or it can be triggered during the campaign in Chapter 3, 4, or 5. If in Chapter 3, rest in the war room for 18 days; in Chapter 4, the innkeeper will have a special dialogue option; in Chapter 5, rest in the war room for four days.
- Note that the expedition will be slightly different if you played this DLC during the main campaign. Unlike the rogue-like style of play if you start the DLC directly, the story version of DLC serve as a long side quest, with new bosses, new equipment etc.
Each expedition, you need to reach the main island at southwest of worldmap to progress the DLC quest. Keep in mind that once you are on the sea, there's no going back to port unless the expedition is complete (Otherwise you need to start again, same as been killed). The small islands on your route to the final island are generated, and has random loots and enemies. The final islands are always a set map, and has unique bosses for you to challenge.
Each island will have a feature, as listed below:
- Island of Loneliness: A lonely mercenary who had lost all hope of rescue will meet you on this island. He will be happy to join your expedition.
- Treasure Island: There is an old pirate's cache on this island. You will find a lot of gold here.
- Arcane Tide: Having braved this island, you and your entire party will gain a random positive effect until the end of the expedition.
- Healing Breeze: Having braved this island, you and your entire party will permanently gain 10 hit points.
- Difficult Route: This island holds a lot of secrets and dangers. You will get additional experience points for conquering it.
- Safe Harbor: The special aura of this island will allow you to clear the effect of abyssal corruption while resting.
- Winds of Chance: Having braved this island, you and your entire party will permanently gain a +1 bonus to a random ability score.
- Nahyndrian Crystal: You will find a Nahyndrian crystal and increase your Mythic rank on this island. (All paths are unlocked in roguelike mode.)
Location/How to get
|Disfigured Angel||Glaive||This weapon is a +5 adamantine glaive. Whenever it is used to attack an evil-aligned creature, it grants the wielder a +5 bonus to the attack roll and deals additional 2d10 slashing damage on hit. Whenever it lands a hit, the target suffers a stacking -1 penalty to AC until the end of combat. The wielder suffers a -6 penalty to Charisma ability score. Whenever the wielder makes an attack with this weapon, it deals them 1d6 slashing damage.||The Treasure of the Midnight Isles|
|Mutilated Angel||Glaive||This weapon is a +5 adamantine glaive. Whenever the wielder uses it to attack an evil creature, it grants a +5 bonus to the attack roll, and deals additionally 1d12 slashing damage on hit. Whenever this weapon lands a hit, it inflicts a -1 penalty to AC until the end of combat. This penalty stacks up to -5. The wielder takes a -3 penalty to their Charisma ability score.|
|Splintershred||Greataxe||The wielder of this +5 adamantine greataxe can use a standard action to make a melee attack against any enemy with a 30 feet range. If that attack hits, the target must make a successful Fortitude save (DC 30) or become prone.|
|Evercold||Heavy Crossbow||Whenever this +1 heavy crossbow makes its first attack during a round, it shoots two bolts at once. If both attacks hit, the target must make a Fortitude saving throw (DC 25) or take additional 2d6 cold damage and become staggered for 1 round.|
|Silver Hawk||Light Crossbow||Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to all enemies in a 10-foot radius.|
|Excruciating Remorse||Longsword||Whenever the wielder of this +5 unholy longsword hits an enemy with it, the target must make a successful DC 35 Fortitude saving throw, or take additionally 1d8 fire damage and 1d8 negative energy damage.|
|Iron Prayer||Longsword||Whenever this +1 cold iron longsword is used to attack a demon, it gains a +2 enhancement bonus to the attack roll and deals extra 1d10 of slashing damage on hit.|
|The Beacon of Innocence||Longsword||This weapon is a +2 holy evil outsider bane cold iron longsword.|
|The Priceless Woe||Longsword||The blade of this +5 vorpal unholy longsword bears the words etched in dark bile: "My treasury is my prison". Whenever it lands a hit, the target must make a successful Fortitude saving throw (DC = 15 + the wielder's character level), or be imprisoned in crystal for 1 round. This condition is identical to paralysis, except this condition can be applied to creatures who are usually immune to paralysis.|
|Kapao||Nunchaku||When this +1 heartseeker nunchaku is wielded by a monk, it grants its wielder a +5 enhancement bonus to CMD and CMB.|
|Jab Stab||Punching Dagger||Whenever this +1 ghost touch punching dagger lands a sneak attack, it deals additional 2d6 of piercing damage, which also multiplies on a critical hit.|
|Conjurer's Rage||Quarterstaff||Whenever the wielder of this +4 quarterstaff casts any summon monster spell, all summoned creatures gain a +6 competence bonus to Strength, Dexterity and Constitution ability scores.|
|Bonesnatcher||Scythe||Whenever this +5 speed scythe hits a non-incorporeal enemy, it deals 2d6 additional precision damage.|
|Facesmasher||Warhammer||This +3 furyborn keen warhammer has a doubled critical threat range. Whenever it threatens a critical hit against a Medium sized creature, it is automatically confirmed. Whenever it lands a hit, the target must make a successful Fortitude save (DC 35) or become staggered for 1 round.|
|Black Rook||Heavy Chest||This +1 adamantine full plate armor grants its wearer immunity to trip attacks and bull rush combat maneuver.|
|Snakeskin||Light Chest||This +4 leather armor increases its wearer's base speed by 20 feet, grants them a +4 profane bonus to Dexterity ability score, and immunity to acid damage.|
|Barding of Life||Light Barding||This +5 chainshirt barding grants its wearer fast healing 20.|
|Soulless Command||Chest||This +5 haramaki increases the DC of saving throws against all necromancy school spells the wearer casts by 2. In addition, whenever the wearer deals lethal damage to an enemy, a random one of the following creatures is summoned to fight at their side for 1 minute: 1) Bloodlusting Skeleton 2) Mummy 3) Spellscribed Mummy 4) Nightshade Nightcrawler Only 1 such creature can be present at the same time. If the effect occurs while the previous creature is still alive, it disappears, and the new creature is summoned instead.|
|Guardian's Shield||Heavy Shield||This +3 shield grants its wielder immunity to prone condition. It also grants one additional attack of opportunity per round. If equipped with the Guardian's battleaxe, it gives the battleaxe the speed special quality.|
|Hat of the Bitter End||Head||Whenever the wearer of this hat slays an enemy, they get a +2 bonus on attack rolls for 3 rounds. Multiple applications of this effect stack.|
|Broken Trickster||Face||This mask grants its wearer immunity to poison and a +6 bonus to Wisdom and Charisma ability scores. It also makes it impossible to identify the wearer's alignment. Whenever the wearer takes damage of any energy type, they gain resistance 20 to this energy for 1 round. Whenever the wearer takes physical damage, they gain DR 20/- for 1 round.|
|Eyes of the Eagle||Face||These goggles grant its wearer a +5 competence bonus on Perception checks.|
|Glasses of Undeniable Truth||Face||The wearer of these glasses is always under effect of the true seeing spell. They also grant the wearer a profane +2 bonus on Initiative rolls. When equipped together with the Robe of unspeakable truth, they also grant the wearer a +2 competence bonus to Intelligence ability score.|
|Trickster's Promise||Face||Thee times per day, the wearer of this mask can take a quick action to gain energy resistance 20 for 3 rounds against one of the following energy types: acid, cold, electricity, or fire.|
|Amulet of Combat Awareness||Necklace||The wearer of this amulet receives a +3 competence bonus on Initiative rolls and Reflex saving throws.|
|Cloak of Cinders||Cloak||This cloak of resistance +5 also grants its wearer a fiery aura which deals every enemy in a 10-foot range 2d8 fire damage every turn.|
|Cloak of Sweet Lies||Cloak||The wearer of this cloak gains a competence bonus to all saving throws equal to their Charisma bonus (if any). If the wearer is also under the effect of the Mirror of Beautiful Deceit, their weapon attacks deal additional damage equal to their Charisma ability score.|
|Ambrosial Attire of Arcane Annihilation||Cloth||This robe grants its wearer a +4 bonus to attack rolls with ray attacks, +1 point of damage per die rolled to fire, acid, force, cold, electricity spells and a +4 bonus on caster level checks to overcome spell resistance.|
|Robe of Fire||Cloth||Whenever the wearer casts a spell with fire descriptor, its saving throw DC is increased by 2.|
|Robe of the Seven Sins||Cloth||If the wearer of this robe is a spellcaster, their caster level is increased by 3, the save DC against all their spells is increased by 1, and they gain a +5 competence bonus on caster level checks to overcome spell resistance.|
|Robe of Unspeakable Truth||Cloth||This robe grants its wearer +2 circumstance bonus to Wisdom ability score. When this robe is equipped together with the Glasses of undeniable truth, it grants its wearer a 10 foot aura of fear. Any creature who starts its round inside this aura is affected with the cause fear spell (DC = 25 + the wearer's Charisma modifier).|
|Bracers of Bravery||Bracer||The wearer of these bracers gains a +2 morale bonus on all Will saving throws. They also grant the ability to cast the greater heroism spell as a 15th level wizard once per day.|
|Gloves of Phlebotomy||Glove||Whenever the wearer of these gloves confirms a critical hit, the target must make a Fortitude save or take 1d6 bleed damage. Multiple applications of this effect stack, but the target can repeat the saving throw each turn to stop it. The DC of the saving throw is 10 + the wearer's Wisdom modifier + their character level.|
|Ring of Planar Protection||Ring||This ring grants its wearer a +2 deflection bonus to AC and +3 bonus to saving throws against Conjuration school.|
|Ring of Triumphant Advance||Ring||This ring grants its wearer a +2 deflection bonus to AC. Any morale bonuses the wearer has are doubled.|
|Offroad Boots||Feet||The wearer of this boots ignores the effects of difficult terrain. Whenever they step on difficult terrain, they gain a 10 foot bonus to their movement speed for 1 round. These boots also grant their wearer a +4 enhancement bonus to Dexterity ability score.|
In Rogue like mode, You can create followers by talking to Angler at Pier. Or by saving mercenaries in Island of Loneliness.
- Nondescript Pier
- Treasure Islands
Rewards in the main campaign
Treasure of The Midnight Isles DLC Gallery